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Cloud Gaming: A QoE Study of Fast-paced Single-player and Multiplayer Gaming

机译:云游戏:快节奏的单人和多人游戏的QoE研究

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Cloud computing offers an attractive solution for modern computer games. By moving the increasingly demanding graphical calculations (e.g., generation of real-time video streams) to the cloud, consumers can play games using small, cheap devices. While cloud gaming has many advantages and is increasingly deployed, not much work has been done to understand the underlying factors impacting players’ user experience when moving the processing to the cloud. In this paper, we study the impact of the quality of service (QoS) factors most affecting the players’ quality of experience (QoE) and in-game performance. In particular, these relationships are studied from multiple perspectives using complementing analysis methods applied on the data collected via instrumented user tests. During the tests, we manipulated the players’ network conditions and collected low-level QoS metrics and in-game performance, and after each game, the users answered questions capturing their QoE. New insights are provided using different correlation/auto-correlation/cross-correlation statistics, regression models, and a thorough breakdown of the QoS metric most strongly correlated with the users’ QoE. We find that the frame age is the most important QoS metric for predicting in-game performance and QoE, and that spikes in the frame age caused by large frame transfers can have extended negative impact as they can cause processing backlogs. The study emphasizes the need to carefully consider and optimize the parts making up the frame age, including dependencies between the processing steps. By lowering the frame age, more enjoyable gaming experiences can be provided.
机译:云计算为现代电脑游戏提供了一个有吸引力的解决方案。通过向云移动越来越苛刻的图形计算(例如,生成实时视频流),消费者可以使用小型便宜设备玩游戏。虽然云游戏有许多优势并且越来越多地部署,但已经完成了不多的工作来了解在将处理移动到云时影响球员用户体验的潜在因素。在本文中,我们研究了影响最严重的服务质量(QoS)因素的影响(QoS)经验(QoE)和游戏中的表现。特别地,使用在通过仪表用户测试收集的数据上应用的补充分析方法,从多个视角研究这些关系。在测试期间,我们操纵了玩家的网络条件并收集了低水平的QoS指标和游戏中的性能,并在每场比赛之后,用户回答了捕获他们的QoE的问题。使用不同的相关/自相关/互相关统计,回归模型以及与用户QoE最强烈相关的QoS度量的完全分解,提供了新的洞察。我们发现帧年龄是预测游戏中的最重要的QoS度量,用于预测游戏中的性能和QoE,并且由大型框架传输引起的帧龄阶段的尖峰可以延长负面影响,因为它们可能导致处理积压。该研究强调需要仔细考虑并优化构成帧年龄的零件,包括处理步骤之间的依赖性。通过降低帧年龄,可以提供更愉快的游戏体验。

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